T.W. “Pandora” class Ley Line Frigate (Light) / Ocean vessel:

The H.M.S. Pandora was a 24 gun Frigate, a fairly light vessel, of the
British Royal Navy. It was tiny compared to the H.M.S. Victory. At the
time, the British Navy was the largest navy in the world. It was sent in
search of Fletcher Christian's mutineers onboard the H.M.S. Bounty. On
her homeward voyage with fourteen prisoners onboard, the frigate struck
part of the Great Barrier Reef of Australia and later sank. She sank virtually
intact when she sank in Seventeen Ninety-One and was later discovered by
underwater explorers. Due to extensive excavation on the vessel, there
was a huge amount of resources available to the techno-wizard in order
to reproduce the vessel.

While the U.S.S. Constitution and U.S.S. Hornet are reproduced by techno-wizards
in North America, techno-wizards in other lands reproduce other vessels.
In fact, a group of techno-wizards converted the H.M.S. Victory into a
techno-wizard vessel. The Victory is huge and in many ways, smaller vessels
are more handy and effective. British techno-wizard of course were most
interested in designs from their island and a group found plans for the
H.M.S. Pandora and decided to use her as the basis for a ley line vessel.
It is interesting that the Pandora class vessels are called "Frigates"
while they are around the same size as the Hornet class Ley Line Sloops.
The class took their name from the H.M.S. Pandora which they are based
on and most of the vessels are named after women from ancient mythology.
Like American vessels, these ships are works of art and are extremely beautiful.
They are designed to copy as closely as possible the original vessel and
require about a year to build. Each vessel has a figurehead at the bow
which is a female figure, usually representing the figure from mythology.

These frigates are constructed from wood like the originals and are
constructed through traditional shipbuilding for wooden vessels. The wood
is partially created through the magic of Earth Warlocks. In many cases
the original wood used in not readily available and would require scouring
the world to find. As a result, the Earth Warlocks make the construction
far easier than it would be otherwise. The ships are designed to be completely
seaworthy. While the creators of the Hornet and New Ironside class do the
same thing, not all Techno-Wizard who create such vessels do. To allow
the ships to survive in environment of Rifts Earth, the ships have multiple
castings of “Ironwood.” While this is mainly to allow the ship to survive
in combat, it also makes the ships virtually impervious to the oceans,
weather, and parasites. After that, the ship is enchanted so that it becomes
a true Ley Line Frigate. While still not a huge vessel, the Pandora is
still larger than many other vessels including the “Windjammer” frigates.

For weaponry, these ships mount lighter guns than the Hornet class Ley
line Sloops although the weapons of the light frigate are longer ranged.
The Original H.M.S. Pandora mounted twenty-two six pound guns and four
eighteen pound carronades. The techno-wizards decided to mount large guns
than the six pounders and instead nine pounders are mounted. The beam of
the vessel is increased slightly to compensate for replacing the six pound
cannons with nine pound cannons. The four eighteen pound carronades are
retained. Of course instead of normal shot, the cannons and carronades
are converted to fire enchanted rounds through telekinesis. Through magic,
the cannons rate of fire is greatly increased. While the firepower of the
Pandora is not as great as the Hornet class, it is still impressive. Like
many other Ley Line vessel, the ship has a pair of Gatling techno-wizard
machine guns which appear to be of American Civil War vintage. They are
mounted on the bow on either side. These are mainly used to protect the
ship from attacking power armors and other small targets. The Pandora class
frigates carry a techno-wizard battery to power enchantments.

The interior of the vessel is designed to mimic as closely as possible
the original vessel although has additional techno-wizard amenities including
magical sanitary facilities and water producing equipment. Officers quarters,
especially the captain's quarters, are more comfortable. The Captain has
his own fireplace, for example. In addition to the crew, the ship often
carries twenty-five marines who are often outfitted with Mystic Power Armor.

Notes:[1] Destruction of a mast reduces ocean and ley line speed by 1/3 for
each mast lost.
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink if in the water. There are enough life preservers
and inflatable life boats (one of the few items of technology added) to
accommodate everyone on the ship. The ship does have the Techno-Wizard
addition of impervious to energy. Specifics are listed in Weapon systems.
[3] As per the spell - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.

Speed:Ocean Surface: 13 knots or higher depending on the wind (approximately
14.95 miles per hour or 24 km per hour)
Ley Lines: 150 mph (240 kph). Requires the Telekinesis Spell
(double cost at 16 P.P.E.) or 20 I.S.P. to initiative take off and Telekinesis
Spell (double cost at 16 P.P.E.), Levitate Spell (double cost at 10 P.P.E.)
or 20 I.S.P. to land the ship. Otherwise, the ship will float away slowly
(2 mph) at about 100 feet (30.5 meters) off the ground. The ship can only
travel through the air along ley lines and can switch directions at ley
line nexus points.
Height:While Flying, maximum of 1000 feet (305 meters)
and minimum of 200 feet (61 meters) without landing.
Maximum Effective Range: Effectively Unlimited. The ship carries two months worth
of supplies on board.

Statistical Data:Length: 114 feet 3 inches (34.8 meters) billet head to taffrai);
96 feet 3 inches (29.3 meters) at keel.
Beam: 33 feet 6 inches (10.2 meters)
Draft: 15 feet (4.6 meters)
Displacement: 520 tons
Cargo: 25 tons of nonessential equipment and supplies. Most
of the ships spaces are take up by extra ammo, armor, troops, weapons,
sails, and other equipment.
Power System: Magic and sails.
Market Cost: 180 million credits, there is a long waiting period
and the cost to get one will often involve many extra costs as well.

WEAPON SYSTEMS:

Twenty-Two (22) T.W. 9 Pounder Long Guns: These weapons are surprising
powerful weapons and use special magic ball that inflict large amounts
of damage. The cannon balls look like standard Iron balls but in reality
come in three different types. The first is Thunderball which inflict
considerable damage and creates a thunderclap that effects everyone within
10 feet (3 meters) of the cannon balls impact. The second is called
Thunderfire
and it erupts into fireball and inflicts greater damage than Thunderball
ammunition but does not have the Thunderclap. The Third type of ammunition
is Magic Grape Shot. This shot is designed to be used against a
wide area and is very effective against personnel. The cannons use telekinesis
to throw the rounds and does not use any gunpowder.
Maximum Effective Range: 4,860 feet (1,481.3 meters)
Mega-Damage:Thunderball Ammunition: 5D6 per round or
5D6x11 for a complete broadside. Each Thunderball will also release a thunderclap
as per the spell. Each Thunderball will also release a thunderclap as per
the spell (thunderclap effects a 10 feet (3 m) radius.) Thunderfire
Ammunition: 1D6x10 per round or 1D6x110 for a complete broadside. The
Thunderfire will often also ignite flammable materials. Magical Grape
Shot Ammunition: 3D6 per round or 3D6x11 for a complete broadside.
Each Thunderball will also release a thunderclap as per the spell. Each
Magical Grape Shot will effect all targets within a blast radius of 20
feet (6 m).
Rate of Fire: One shot per cannon per melee (all cannons can
be fired at the same time). Cannon can be loaded and fired quickly due
to not needing to load gunpowder.
Payload: 2,200 rounds (100 per cannon), 1100 rounds of Thunderball
ammunition, 550 rounds of Thunderfire ammunition, and 550 rounds of Magical
Grape Shot ammunition
Notes: If the cannons are used against small targets (personnel,
aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape
shot has +4 to strike and can be used against small targets) with no bonuses
to strike to strike for hand to hand or physical prowess

Four (4) T.W. 18 Pounder Carronades: Carronades fire a larger
ball for a smaller cannon when compared to long guns but have a reduced
range when compared to long cannons. Mounted on the upper deck. The cannon
balls look like standard Iron balls but in reality come in three different
types. The first is Thunderball which inflict considerable damage
and creates a thunderclap that effects everyone within 10 feet (3 meters)
of the cannon balls impact. The second is called Thunderfire and
it erupts into fireball and inflicts greater damage than Thunderball ammunition
but does not have the Thunderclap. The Third type of ammunition is Magic
Grape Shot. This shot is designed to be used against a wide area and
is very effective against personnel. The ship has two mounts which can
fire with the broadside or act as bow chasers. The cannons use telekinesis
to throw the rounds and does not use any gunpowder.
Maximum Effective Range: 3,000 feet (914.4 meters)
Mega-Damage:Thunderball Ammunition: 1D6x10 per round
or 2D6x10 for a complete broadside. Each Thunderball will also release
a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius.
Thunderfire
Ammunition: 2D6x10 per round or 3D6x10 for a complete broadside. The
Thunderfire will often also ignite flammable materials. Magical Grape
Shot Ammunition: 6D6 per round or 12D6 for a complete broadside. Each
Magical Grape Shot will effect all targets within a blast radius of 20
feet (6 m).
Rate of Fire: One shot per cannon per melee (all cannons can
be fired at the same time). Cannon can be loaded and fired quickly due
to not needing to load gunpowder.
Payload: 400 rounds (100 per cannon), 200 rounds of Thunderball
ammunition, 100 rounds of Thunderfire ammunition, and 100 rounds of Magical
Grape Shot ammunition
Notes: If the cannons are used against small targets (personnel,
aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape
shot has +4 to strike and can be used against small targets) with no bonuses
to strike to strike for hand to hand or physical prowess. As well, only a
single cannon can be targeted against a small target.

TK Gatling Cannons (2): These cannons are the only know non-period
weapon on the ship. These are mounted on either side of the bow on the
main deck and can fire forward as well as to the side. Mounts have been
enchanted by a series of spells so the cannons act as a more powerful version
of the TK Machine gun. This increases the weapons damage and instead of
being reloaded, the cannons must be recharged by the spell Telekinesis
and 100 P.P.E. once per month. The cannon does full damage to targets that
are impervious to energy. Additional optics and fire control have been
added to enable the system to track and target aircraft and missiles
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 12D6
Rate of Fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Unlimited, although the spells (100 P.P.E. each cannon)
on each must be renewed every month whether the cannon have been used or
not .

Techno-Wizard Modifications: The Pandora has the following
Techno-Wizard Modifications built into the ship. These require P.P.E. or
I.S.P. from the ships crew or P.P.E. battery.
Special Features:

Magical “See the Invisible” Optics: The ships has several special optical
systems with see the invisible on them. Same as spell and used at will.
2,000 feet (610 meters) range. Can see forces, objects, and creatures which
can turn invisible, or are invisible. Can also see vaporous beings and
astral bodies.

P.P.E. Battery: The ship has a special P.P.E. battery, unlike similar
systems in Phase World, it does not generate magical energy but stores
magical energy. The system will store up to 300 P.P.E. and can be stored
by crew members and absorbs P.P.E. from Ley Lines and Nexus Points. It
will absorb P.P.E. at the rate of 10 per hour on ley lines and 20 per hour
on nexus points.